• Title/Summary/Keyword: Game Space

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A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

The Impact of Object Density on Motion Simulation in Virtual Space (가상공간에서 오브젝트의 밀도가 이동시뮬레이션에 미치는 영향)

  • Yoong, Hayoung;Koo, Jihun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.55-62
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    • 2017
  • In this study, motion simulation of Walk-through was evaluated with HMD(Head Mounted Display). More Specifically, we examined the changes of the degree of object density placed around virtual space on psychological moving distance, moving speed, and moving time. The results were as follows. First, the difference between the experimental conditions(low density, Medium density, High density) was significant. Second, as the density of the surrounding objects increased, the average point of moving time, moving speed, and moving distance rose compared to the basic conditions. Third, it was found that the surrounding objects improved the sense of time, speed and distance in motion simulation in virtual space.

A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

Analysis of Indwelling Concepts of Mathematics in Korean Childhood Traditional Plays (한국 아동의 전통놀이에 내재된 수학의 개념 분석)

  • Kye, Young Hee;Ha, Yeon Hee;Kweon, Mee Ryang
    • Journal for History of Mathematics
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    • v.31 no.2
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    • pp.93-108
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    • 2018
  • In Nuri curriculum, Korean traditional culture has presented by 'Our country's plays and arts'. Games in the traditional play culture for children include ones such as tangram, top-spinning game, game of slap-match, sabangchigi. In this paper, we analyse concepts of mathematics in Korean childhood traditional plays. In detail, we show that number concepts, geometric space sense, measure calculation ability and problem-solving capability through 15 Korean traditional games.

Car Driving Simulation Game using 3-axis Gyroscope Sensor (3축 자이로스코프 센서를 이용한 자동차 주행 시뮬레이션)

  • Han, Kwangbae;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1089-1094
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    • 2016
  • A simulation game represented the real world and situation as a video games, In the first time, this simulation game primarily applied to military practice areas and then it's applied areas were extended to strategy, flighting, racing, life areas. In this paper, we developed the driving simulator that operate the 3-axis sensor attached driver's handle which could forward/backward moving, control of direction, and transmit of gear in the virtual space. For more the realities of the situation and accuracy of the location and speed, we adopted the 3-axis sensing informations, Unreal engine4' and Blueprint.

Contour Tracing to Solve Life-and-Death Problem in Go (바둑에서의 사활문제 해결을 위한 외곽선 추적)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.91-100
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    • 2020
  • Life-and-death problem in Go is a fundamental problem to be overcome for implementing a computer Go. To solve it, an important consideration is to find out who surrounds or is surrounded between black and white players. To figure out the boundary between black and white groups, we applied an influence function and a contour tracing algorithm. We found that applying the Moore-neighbor tracing among various contour tracing algorithms can create boundaries, and also suggested the possibility of tremendously reducing the search space of a game tree.

Image Extraction Method in 3D Space for Game Player's Face Detection (게임 사용자 얼굴 검출을 위한 3D 공간 영상 추출 기법)

  • Yoo, Chae-Gon;Jung, Chang-Sung;Hwang, Chi-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.49-54
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    • 2001
  • 본 논문에서는 복잡한 랜덤 배경 하에서 위치하고 있는 게임 플레이어의 얼굴 영상을 스테레오 매칭을 이용하여 배경과 분리하여 추출할 수 있는 방법에 대하여 기술한다. 사람과의 상호 작용이 필요한 게임일수록 사람의 동작이나 각 부위에 대한 인식이 필요하다. 이 방법은 게임 이외에도 보안 시스템, 의류 시뮬레이션, 3D 모델링 그리고 로보틱스와 같은 분야에 적용될 수 있다. 스테레오 매칭에 관해서는 많은 연구가 있어왔으며, 기본적으로 영역기반 방법과 특징기반 방법으로 분류될 수 있다. 본 논문의 제안 방법 에서는 영역기반 방법으로 처리를 시작하고, 다단계 크기의 윈도우를 적용하여 물체의 경계선을 찾는 작업을 진행한다. 각 윈도우 크기에 대하여 유사성 커브가 생성되며, 이 값은 물체의 경계선을 판별하는 특징으로 사용된다. 전단계에서 생성된 코어스(coarse) 영역은 유사성 커브 방식에 의하여 머지 작업을 거치며, 최종적으로 대상 물체의 영상을 추출하게 된다.

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Study on Diversity of Population in Game model based Co-evolutionary Algorithm for Multiobjective optimization (다목적 함수 최적화를 위한 게임 모델에 기반한 공진화 알고리즘에서의 해집단의 다양성에 관한 연구)

  • Lee, Hea-Jae;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.7
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    • pp.869-874
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    • 2007
  • In searching for solutions to multiobjective optimization problem, we find that there is no single optimal solution but rather a set of solutions known as 'Pareto optimal set'. To find approximation of ideal pareto optimal set, search capability of diverse individuals at population space can determine the performance of evolutionary algorithms. This paper propose the method to maintain population diversify and to find non-dominated alternatives in Game model based Co-Evolutionary Algorithm.